User prompt
Deixe a barra um pouco largo
User prompt
Deixe a barra normal de novo.
User prompt
Deixe barra de 6 de largura
User prompt
Deixe a barra mais longo e 30 de largura
User prompt
Please fix the bug: 'ReferenceError: bar is not defined' in or related to this line: 'if (bullet.intersects(bar)) {' Line Number: 184
User prompt
Adicione uma barra que se movimenta na esquerda e direita há cada 2 segundos, em na velocidade 260, e o laser não pode ultrapassar a barra.
User prompt
Quando o monstro ser derrotado, vai aparecer um monte de partículas pretas com animação, e depois vão se espalhar e se desfazerem
User prompt
O fundo será uma rua com blocos
User prompt
Os monstros tem 20 de vida
User prompt
Os monstro ficam rebaixado há cada 1 segundo, com animação
User prompt
Os monstros, se movimentam há cada 2 segundos, com animação
Initial prompt
MONStrUul.JG
/**** * Classes ****/ // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); self.health = 20; var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Enemies move every 2 seconds if (LK.ticks % 120 == 0) { var newX = self.x + Math.random() * 200 - 100; // Random horizontal movement var newY = self.y + Math.random() * 200 - 100; // Random vertical movement // Animate the movement over 2 seconds var dx = (newX - self.x) / 120; var dy = (newY - self.y) / 120; for (var i = 0; i < 120; i++) { LK.setTimeout(function () { self.x += dx; self.y += dy; }, i * (1000 / 60)); // 60FPS } } // Enemies lower every 1 second if (LK.ticks % 60 == 0) { var newY = self.y + 50; // Lower the enemy // Animate the lowering over 1 second var dy = (newY - self.y) / 60; for (var i = 0; i < 60; i++) { LK.setTimeout(function () { self.y += dy; }, i * (1000 / 60)); // 60FPS } } }; }); // Assets will be automatically created and loaded by the LK engine based on usage in the game code. // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.shoot = function () { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); bullets.push(bullet); }; }); // HeroBullet class var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.update = function () { self.y += self.speed; if (self.y < -50) { self.destroy(); bullets.splice(bullets.indexOf(self), 1); } }; }); // Moving Bar class var MovingBar = Container.expand(function () { var self = Container.call(this); var barGraphics = self.attachAsset('bar', { width: 2048, height: 30, anchorX: 0.5, anchorY: 0.5 }); self.direction = 1; self.speed = 260 / 60; // Speed per frame self.update = function () { self.x += self.speed * self.direction; if (self.x > 2048 - self.width / 2 || self.x < self.width / 2) { self.direction *= -1; // Change direction } }; }); // Particle class var Particle = Container.expand(function () { var self = Container.call(this); var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = Math.random() * 10 - 5; // Random horizontal speed self.speedY = Math.random() * 10 - 5; // Random vertical speed self.update = function () { self.x += self.speedX; self.y += self.speedY; self.alpha -= 0.01; // Fade out if (self.alpha <= 0) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Generate particles at a given position function generateParticles(x, y) { for (var i = 0; i < 100; i++) { var particle = new Particle(); particle.x = x; particle.y = y; game.addChild(particle); } } var background = game.attachAsset('background', { anchorX: 0, anchorY: 0 }); var hero; var bullets = []; var enemies = []; // Initialize hero function initHero() { hero = new Hero(); hero.x = 1024; // Center horizontally hero.y = 2732 - 200; // Position from the bottom game.addChild(hero); // Initialize moving bar bar = new MovingBar(); bar.x = 1024; // Center horizontally bar.y = 2732 - 400; // Position from the bottom game.addChild(bar); } // Initialize enemies function initEnemies() { for (var i = 0; i < 5; i++) { var enemy = new Enemy(); enemy.x = 100 + i * 400; // Spread enemies horizontally enemy.y = 200; // Position enemies from the top game.addChild(enemy); enemies.push(enemy); } } // Game touch event to shoot game.down = function (x, y, obj) { hero.shoot(); }; // Check for bullet collisions with enemies and the moving bar game.update = function () { bullets.forEach(function (bullet) { enemies.forEach(function (enemy, index) { if (bullet.intersects(enemy)) { bullet.destroy(); bullets.splice(bullets.indexOf(bullet), 1); enemy.health -= 1; if (enemy.health <= 0) { enemy.destroy(); enemies.splice(index, 1); generateParticles(enemy.x, enemy.y); } } }); if (bullet.intersects(bar)) { bullet.destroy(); bullets.splice(bullets.indexOf(bullet), 1); } }); // Optionally, add logic to spawn more enemies or handle game over state }; // Initialize game elements initHero(); initEnemies();
===================================================================
--- original.js
+++ change.js
@@ -72,8 +72,10 @@
// Moving Bar class
var MovingBar = Container.expand(function () {
var self = Container.call(this);
var barGraphics = self.attachAsset('bar', {
+ width: 2048,
+ height: 30,
anchorX: 0.5,
anchorY: 0.5
});
self.direction = 1;
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